Vishkanya Infiltrator
Creature 3- Perception
- +10; low light vision
- Languages
- Common, Vishkanyan
- Skills
- Acrobatics +9, Athletics +7, Deception +11, Diplomacy +9, Society +7, Stealth +11, Thievery +9
- Str +2, Dex +4, Con +1, Int +0, Wis +1, Cha +2
- Items
- kukri, shuriken (10), leather armor, disguise kit, thieves' toolkit
- AC
- 19; Fort +6, Ref +11, Will +8; +2 to foritude saves vs. poison
- HP
- 45
- Speed
- 25 feet
Melee ◆ kukri +11 (agile, finesse, trip), Damage 1d6+4 slashing
Ranged ◆ shuriken +11 (agile, thrown 20 feet), Damage 1d4+4 piercing
Envenom ◆ Frequency once per day
Effect Using either saliva or blood, the vishkanya applies vishkanyan venom to one weapon they're holding. To use their blood, they must be injured, or they can deal themself 1 slashing damage as part of the action.
Flexible The vishkanya is adept at dealing with tight situations. They have a +1 circumstance bonus to checks to Escape.
Proficient Poisoner The vishkanya doesn't lose the poison on a weapon due to a critically failed Strike.
Sneak Attack The vishkanya's Strikes deal an additional 1d6 precision damage to Off-Guard creatures.
Vishkanyan Venom (injury, poison) Saving Throw DC 20 Fortitude
Maximum Duration 6 rounds
Stage 1 1d4 poison damage (1 round)
Stage 2 1d4 poison damage and Off-Guard (1 round)
Stage 3 1d4 poison damage, off-guard, and a –5-foot penalty to Speed (1 round)
Source: Pathfinder Monster Core 2